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Coming out swinging

  • Red_Nova
  • 07/22/2015 02:46 PM
  • 2532 views
Finally, after about 7 months of planning, writing, coding, and arting (that is now a word), I've got enough material to warrant a gamepage! And I checked off the short term goal of getting New and Notable! We're off the a pretty good start, if I do say so myself, but now the challenge is carrying that momentum going forward. I'd like to start off but talking about the top two priorities for PotF:

- A character-centric story reinforced through gameplay. Since character development is my favorite thing to do in literally any creative work, not just gameplay, that's at the front and center of PotF. If you haven't already, check out the Character list. It's got a detailed description of the characters you can play as during the prologue, although you'll meet most of the cast as well. Those that have played Soul Sunder know what I mean. It's going to be a bit tougher this time around since PotF has TWO main characters, but I think I can pull it off.

Let me tell you, though: I'm really liking these characters. They all have distinct personalities reflected in their battle styles. It's been so much fun playing with them and writing their dialogue. I hope that comes across when you get to play it!


- Giving players as much control over the battles as possible. This may be an unpopular opinion, but one of my biggest beefs with RPGs nowadays is the reliance on the RNG for hits, misses, criticals, etc. If I select an attack, I expect said attack to hit the opponent, especially if there's no indication that enemies can dodge attacks. So I made a few minor changes: Crticial values default at 0%, and accuracy and evasion defaults to 100% and 0% respectively. These values will change, of course, but you will be made aware of when they do, allowing you to adjust your strategy accordingly.

What I want to happen is, if players get a game over during a fight, they'll learn from that death and can come back and adjust their strategy accordingly. If you do everything right, you should never get screwed over by RNG.


Speaking of the battles, this is not going to play even REMOTELY similar to Soul Sunder for one specific reason: the reworked item system. The biggest flaw in SS BY FAR was the glitchy items. No, I'm not pointing any fingers because there's too many things that went wrong back then to lay the blame on any one person, but I vowed never to use that combination of scripts again. Problem is, the entire game was built around that system. So once the item management was gutted, it created balancing problems with enemies, which created balancing problems with character skills, which eventually snowballed into a situation where half the entire game's system had to be scrapped/reworked. Essentially, this entire game, despite being a, "sequel," is completely different from its predecessor.

Which is good, right? No need to worry about Sequel Syndrome since this isn't going to play like SS, right? Cool.


Now, what can you actually PLAY? Well, at the moment, I've got about half the prologue done and playable. Not enough for a release, but enough to start sharing my progress. Without battles and speeding through dialogue, the current build has about 10 minutes of content. That's pretty good.

The original plan was to release the prologue once it's completed. Now, I'm not too sure. Of course, I'll eventually release the entire prologue, but I'm wondering if a small teaser would be appropriate. It'll give you a glimpse of what's to come and it'll give me the precious feedback that I've been starving for for so long.


Sorry for being so long winded. Can you tell I'm kinda excited about this? I've spent a looooooong time planning this game out. So long that, ironically, 80% of my work for this RPG Maker game has been OUTSIDE RPG Maker. I think that's a good thing. The point is I've got a lot to talk about, and I want to eventually, but I'm trying to cut this down into tiny little chunks as best I can.

And that's all for this first blog. I'll go into a bit more detail about the actual structure of the game later.

Posts

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Sound sweet. I hate when my attacks miss, so I like what I hear about the battle system.
unity
You're magical to me.
12540
This sounds so promising, Red, and I'm very excited to see how it goes. :DDDDD

As for when to release demos and how many, I kinda judge that by when the amount of content "feels" right, which makes it hard to recommend on exactly how to do it ^^;;
Personally I think it would be better to release it only when the whole prologue is done. A small teaser would just barely let us look what the game's like and will just leave us wanting for the whole prologue.
That said, *urano proceeds to run around in circles with hype
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=macblo
Sound sweet. I hate when my attacks miss, so I like what I hear about the battle system.


Thanks!

author=unity
This sounds so promising, Red, and I'm very excited to see how it goes. :DDDDD

As for when to release demos and how many, I kinda judge that by when the amount of content "feels" right, which makes it hard to recommend on exactly how to do it ^^;;


Thanks! And yeah, my original plan was to release each episode as it's complete (more on that in a future blog) including the prologue, but I was really aching for feedback on how it plays. But seeing as most of what's left of the prologue is actually cutscenes and eventing, I think I'm going to...

author=urano23
Personally I think it would be better to release it only when the whole prologue is done. A small teaser would just barely let us look what the game's like and will just leave us wanting for the whole prologue.
That said, *urano proceeds to run around in circles with hype


... Do that.
CashmereCat
Self-proclaimed Puzzle Snob
11638
author=Red_Nova
Sorry for being so long winded. Can you tell I'm kinda excited about this? I've spent a looooooong time planning this game out. So long that, ironically, 80% of my work for this RPG Maker game has been OUTSIDE RPG Maker. I think that's a good thing. The point is I've got a lot to talk about, and I want to eventually, but I'm trying to cut this down into tiny little chunks as best I can.


I'm glad this isn't only just me. This game I'm doing right now is so different to all the other games I've ever done, and it seems like so much is being done outside the maker that I'm freaking out. I hope I get it all together in time.

On the subject of this, however, I like the aversion to RNG, and I hope it makes strategy even more potent.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Yeah, I'd say that, except for the prototype, I only started delving hard into the editor around late May. Everything until that point has been drawing and Microsoft Word. When I was learning to program, the first lesson I was taught was that the actual act of writing the code accounted for about 5% of the total work. I guess that translated over to RPG Maker somehow.

The good news is that, if you planned it right, you can just jump right into the maker and implement your ideas. No bumbling around trying to figure out how to do this or that.

author=Cash
On the subject of this, however, I like the aversion to RNG, and I hope it makes strategy even more potent.


That's what I'm planning for!
NeverSilent
Got any Dexreth amulets?
6299
I don't know how I failed to comment on this before, but: Yes, I very much appreciate your efforts to reduce the influence of randomness in combat as well. Over time, I've become more and more annoyed and angry about the fact that much too often, the player's success is not determined by what decisions they take, but by how well the dice roll today. I agree with Cashmere that reducing randomness is a first and important step towards a truly strategic experience.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Thanks, NeverSilent. I'm glad to see this concept is getting a warm reception! This approach makes is surprisingly easy to playtest as well, since using certain actions will always produce the same result.
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